C# Class StatusEffect, RPGQuest

Show file Open project: hughrogers/RPGQuest Class Usage Examples

Public Properties

Property Type Description
applyNeeded AIConditionNeeded
applyRequirement StatusRequirement[],
attackElement int
attackFriends bool
autoApply bool
autoAttack bool
autoRemove bool
blockAttack bool
blockBaseAttacks bool
blockDefend bool
blockEscape bool
blockItems bool
blockSkills bool
bonus BonusSettings,
condition StatusCondition[],
effectChangeID int[]
elementOperator SimpleOperator[]
elementValue int[]
end StatusEffectEnd
endAfter int
endChance int
endEffectChanges SkillEffect[]
endOnAttack bool
endValue int
endWithBattle bool
hitChance bool
hitFormula int
prefab EffectPrefab[]
raceValue int[]
realID int
reflectSkills bool
removeNeeded AIConditionNeeded
removeRequirement StatusRequirement[]
setElement bool
sizeValue int[]
skillTypeBlock bool[]
stopMove bool
stopMovement bool

Public Methods

Method Description
AddAutoApply ( ) : void
AddAutoRemove ( ) : void
AddEndChange ( ) : void
AddPrefab ( ) : void
AddPrefabs ( Combatant, c ) : void
ApplyEffect ( Combatant, user, Combatant, target ) : bool
CheckAutoApply ( Combatant, c ) : bool
CheckAutoRemove ( Combatant, c ) : void
CheckEffect ( ) : void
CheckEndEffectChanges ( Combatant, target ) : void
DestroyPrefabs ( ) : void
EndBattle ( ) : void
GetName ( ) : string
ReApply ( ) : void
RemoveAutoApply ( int index ) : void
RemoveAutoRemove ( int index ) : void
RemoveEffect ( Combatant, target ) : void
RemoveEndChange ( int index ) : void
RemovePrefab ( int index ) : void
ResetChange ( Combatant, target ) : void
StatusEffect ( ) : UnityEngine
StopEffect ( Combatant, target ) : void
TimeCheck ( ) : void

Private Methods

Method Description
CheckRequirements ( Combatant, c, bool doCheck, StatusRequirement, req, AIConditionNeeded needed ) : bool

Method Details

AddAutoApply() public method

public AddAutoApply ( ) : void
return void

AddAutoRemove() public method

public AddAutoRemove ( ) : void
return void

AddEndChange() public method

public AddEndChange ( ) : void
return void

AddPrefab() public method

public AddPrefab ( ) : void
return void

AddPrefabs() public method

public AddPrefabs ( Combatant, c ) : void
c Combatant,
return void

ApplyEffect() public method

public ApplyEffect ( Combatant, user, Combatant, target ) : bool
user Combatant,
target Combatant,
return bool

CheckAutoApply() public method

public CheckAutoApply ( Combatant, c ) : bool
c Combatant,
return bool

CheckAutoRemove() public method

public CheckAutoRemove ( Combatant, c ) : void
c Combatant,
return void

CheckEffect() public method

public CheckEffect ( ) : void
return void

CheckEndEffectChanges() public method

public CheckEndEffectChanges ( Combatant, target ) : void
target Combatant,
return void

DestroyPrefabs() public method

public DestroyPrefabs ( ) : void
return void

EndBattle() public method

public EndBattle ( ) : void
return void

GetName() public method

public GetName ( ) : string
return string

ReApply() public method

public ReApply ( ) : void
return void

RemoveAutoApply() public method

public RemoveAutoApply ( int index ) : void
index int
return void

RemoveAutoRemove() public method

public RemoveAutoRemove ( int index ) : void
index int
return void

RemoveEffect() public method

public RemoveEffect ( Combatant, target ) : void
target Combatant,
return void

RemoveEndChange() public method

public RemoveEndChange ( int index ) : void
index int
return void

RemovePrefab() public method

public RemovePrefab ( int index ) : void
index int
return void

ResetChange() public method

public ResetChange ( Combatant, target ) : void
target Combatant,
return void

StatusEffect() public method

public StatusEffect ( ) : UnityEngine
return UnityEngine

StopEffect() public method

public StopEffect ( Combatant, target ) : void
target Combatant,
return void

TimeCheck() public method

public TimeCheck ( ) : void
return void

Property Details

applyNeeded public property

public AIConditionNeeded applyNeeded
return AIConditionNeeded

applyRequirement public property

public StatusRequirement[], applyRequirement
return StatusRequirement[],

attackElement public property

public int attackElement
return int

attackFriends public property

public bool attackFriends
return bool

autoApply public property

public bool autoApply
return bool

autoAttack public property

public bool autoAttack
return bool

autoRemove public property

public bool autoRemove
return bool

blockAttack public property

public bool blockAttack
return bool

blockBaseAttacks public property

public bool blockBaseAttacks
return bool

blockDefend public property

public bool blockDefend
return bool

blockEscape public property

public bool blockEscape
return bool

blockItems public property

public bool blockItems
return bool

blockSkills public property

public bool blockSkills
return bool

bonus public property

public BonusSettings, bonus
return BonusSettings,

condition public property

public StatusCondition[], condition
return StatusCondition[],

effectChangeID public property

public int[] effectChangeID
return int[]

elementOperator public property

public SimpleOperator[] elementOperator
return SimpleOperator[]

elementValue public property

public int[] elementValue
return int[]

end public property

public StatusEffectEnd end
return StatusEffectEnd

endAfter public property

public int endAfter
return int

endChance public property

public int endChance
return int

endEffectChanges public property

public SkillEffect[] endEffectChanges
return SkillEffect[]

endOnAttack public property

public bool endOnAttack
return bool

endValue public property

public int endValue
return int

endWithBattle public property

public bool endWithBattle
return bool

hitChance public property

public bool hitChance
return bool

hitFormula public property

public int hitFormula
return int

prefab public property

public EffectPrefab[] prefab
return EffectPrefab[]

raceValue public property

public int[] raceValue
return int[]

realID public property

public int realID
return int

reflectSkills public property

public bool reflectSkills
return bool

removeNeeded public property

public AIConditionNeeded removeNeeded
return AIConditionNeeded

removeRequirement public property

public StatusRequirement[] removeRequirement
return StatusRequirement[]

setElement public property

public bool setElement
return bool

sizeValue public property

public int[] sizeValue
return int[]

skillTypeBlock public property

public bool[] skillTypeBlock
return bool[]

stopMove public property

public bool stopMove
return bool

stopMovement public property

public bool stopMovement
return bool